2013-02-18, 09:37 PM
Totally copy pasted from the pm convo we had >_>
Status moves (bleeding, et al) are qjite strong right now due to it dealing 10% ofthe enemy targets health per turn, and that is true damage (meaning it ignores all forms of defense)
Current formula
1+0.1%of enemy's maximum hp)
Pvp words: if enemy's max health is 600, and is bleeidngIn 1 turn you can deal 1-540 damage + 60 true damage (your attack + bleeding damage)Basically it gives a low chance of winning..
My formula-s
(0+0.1%of enemy's CURRENT hp)This means that it the damage deducted will be from the current health giving a little bit mercy to the enemy (the damage gets reduced per turn)
Eg
Current hp is 300 you deal 100 damage (+30 due to bleeding)
So you crurrent health is 170.. meaning the danage from bleeding on the next turn will be 17 instead of 30
Or you can make its damage be affected by defense
Or you can nerf the damage to (1+0.05% of enemy`s maximum hp)
Status moves (bleeding, et al) are qjite strong right now due to it dealing 10% ofthe enemy targets health per turn, and that is true damage (meaning it ignores all forms of defense)
Current formula

Pvp words: if enemy's max health is 600, and is bleeidngIn 1 turn you can deal 1-540 damage + 60 true damage (your attack + bleeding damage)Basically it gives a low chance of winning..
My formula-s
(0+0.1%of enemy's CURRENT hp)This means that it the damage deducted will be from the current health giving a little bit mercy to the enemy (the damage gets reduced per turn)
Eg
Current hp is 300 you deal 100 damage (+30 due to bleeding)
So you crurrent health is 170.. meaning the danage from bleeding on the next turn will be 17 instead of 30
Or you can make its damage be affected by defense
Or you can nerf the damage to (1+0.05% of enemy`s maximum hp)